The New Repair Feature
#1
Posted 19 May 2016 - 11:17 PM
I lost 1 of my MLs on my WHM and it showed it available, but wasnt firing.
#2
Posted 20 May 2016 - 02:24 AM
If they developed this with the intention of using it for FP, then the armor (always quick to repair in BT) makes sense. Structure usually took days to weeks depending on the severity but with extra armor on hand, it only took 'hours'.
Since during a battle in MWO, "6 hours" pass in 15 minutes... (dynamic time of day), sounds about right. That is if they intended for this to happen, otherwise (ZOMG BUG!)
Fixing a weapon but being unable to use it sounds like a bug.
#3
Posted 20 May 2016 - 05:35 AM
I mean we could have a mission that is a mobile field base set up with MTC's and stuff controlling LRM and large laser turrets (Take out the MTC or turret control towers that were erected and you disable a portion of the turrets). Targets at the mobile field base include Barracks, command structures/ vehicles, helicopters or small scale dropships on the ground before they take off, and also the mobile repair base (which destroying it in early game will hurt the enemy team in the long run)
This is an excellent "invasion' style match in a smaller scale for 4 vs 4 or 8 vs 8.
Vehicles such as tanks and armoured cars could be defending the base too (immune to the turret control tower status) and perhaps the later stages of the dropship charging up it can start having it's own weapons online (last 5 minutes?) where it will start to fire back with it's lasers and (depending on dropship) LRM's or AC's.
Other targets for other scenarios may be fuel depo, oil rigs, ICBM's, shuttles, etc...
Yes, my ideas are influenced by MW2 and 4 mission types. I would also love escort missions. (perhaps a mobile field repair base in the end of the escort rute with some defending mechs, turrets, tanks, etc?
Perhaps if the convoy and the bases are secure and safe on these regions in the main invasion 12 vs 12 you got access to tanks, ammo resupply, repair, etc...
#4
Posted 20 May 2016 - 08:14 AM
If you want to replace an arm - swap for one of the other 'Mechs then swap back to the original - which, if you brought it into the academy, shows up fully repaired in the empty bay.
#5
Posted 20 May 2016 - 12:58 PM
#8
Posted 21 May 2016 - 04:45 AM
I admittedly haven't played arond with it very much.
Edit: Figured it out. All pretty apparent once I realized the glowing things on the ground are meant to be activated -.-
Edited by Valar13, 21 May 2016 - 04:57 AM.
#9
Posted 21 May 2016 - 08:07 AM
Edit: Found it! Faction play. *Hides red face in shame*
Edited by Jack McKnight, 21 May 2016 - 08:10 AM.
#10
Posted 21 May 2016 - 09:54 AM
Jack McKnight, on 21 May 2016 - 08:07 AM, said:
Edit: Found it! Faction play. *Hides red face in shame*
FP= Faction Play or Community Warfare no need to shame,
we made in the german Community a 1giving bewbys a helping hand academy where Veterans ,explain in Teamspeak the basics and everything else whats important to know bou the game and after explaining the basics we drop with them in lobby or quick play and show the explained things live and many more. how to move smart in terrain,how to use weapon groups,how to spread damage, everything to give em a good start in the game. I heard in that time since we offered that help programm many many other questions that seemed to be more ### even from veterans
Edited by Mighty Spike, 21 May 2016 - 09:54 AM.
#11
Posted 21 May 2016 - 11:12 AM
Dave Forsey, on 20 May 2016 - 08:14 AM, said:
If you want to replace an arm - swap for one of the other 'Mechs then swap back to the original - which, if you brought it into the academy, shows up fully repaired in the empty bay.
THen can it show only what was actually repaired? Its a little deceptive to see 100% everything, when you only actually got some armor slapped back on.
#12
Posted 21 May 2016 - 09:55 PM
#13
Posted 21 May 2016 - 11:31 PM
Yes, repairing 'mechs is very VERY much a core aspect of the Battletech universe, but the suspension of disbelief has gone right out the window ever since Mechwarrior 3's MFB vehicles.
The thing is, even replacing a bin of ammo takes about 15 minutes in Battletech. Repairs span hours and days, not seconds. Even when Formula 1 drivers stop at the pit stop, that's a quick change of tires, not repairing armor plate ravaged by autocannon shells.
MFBs for anything more than reloading emptied weapons systems just throws believability out the window, and even then, you'd need to come back in a new 'mech while the one in the MFB were loading more ammo.
It's fine for the Academy, as I think they outright say it's a training sim, but in an actual match - be it FW or Quick play - it's way too arcadey and does away with the simulationist feel MWO seems to be trying to go for.
Edited by ice trey, 21 May 2016 - 11:34 PM.
#14
Posted 22 May 2016 - 09:17 PM
ice trey, on 21 May 2016 - 11:31 PM, said:
Yes, repairing 'mechs is very VERY much a core aspect of the Battletech universe, but the suspension of disbelief has gone right out the window ever since Mechwarrior 3's MFB vehicles.
The thing is, even replacing a bin of ammo takes about 15 minutes in Battletech. Repairs span hours and days, not seconds. Even when Formula 1 drivers stop at the pit stop, that's a quick change of tires, not repairing armor plate ravaged by autocannon shells.
MFBs for anything more than reloading emptied weapons systems just throws believability out the window, and even then, you'd need to come back in a new 'mech while the one in the MFB were loading more ammo.
It's fine for the Academy, as I think they outright say it's a training sim, but in an actual match - be it FW or Quick play - it's way too arcadey and does away with the simulationist feel MWO seems to be trying to go for.
Sim feel? This game has no sim feel to it. The repair bay should just take a good while to repair. I hope if and when we ever get PVE, that we get a repair bay that maybe we have to capture first....
#15
Posted 17 June 2016 - 06:16 AM
HBK iic-a lasers in ST
loose a ST, lasers destroyed
step on repair
ST ok, arm still missing. Laser dmg, heat ok, however the visual effect of the beam is missing.
[img=https://s32.postimg.org/o0p4jnws1/laserbug.jpg]
#16
Posted 17 June 2016 - 10:15 AM
Kalleballe, on 17 June 2016 - 06:16 AM, said:
HBK iic-a lasers in ST
loose a ST, lasers destroyed
step on repair
ST ok, arm still missing. Laser dmg, heat ok, however the visual effect of the beam is missing.
[img=https://s32.postimg.org/o0p4jnws1/laserbug.jpg]
... This is intended functionality.
Dave Forsey, on 20 May 2016 - 08:14 AM, said:
If you want to replace an arm - swap for one of the other 'Mechs then swap back to the original - which, if you brought it into the academy, shows up fully repaired in the empty bay.
In order to completely repair your 'mech, you'll have to swap it for another 'mech and then re-enter it.
#17
Posted 17 June 2016 - 05:39 PM
"the visual effect of the beam is missing"
Edited by Kalleballe, 17 June 2016 - 05:40 PM.
#18
Posted 20 June 2016 - 07:52 AM
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